I agree with your sentiment, but the problem is, turning off the markers is not a viable option. The journal does not tell you in writing where to go.
It will simply say "Kill Bjorn Meadgulper" without any clue as to who, what, or where he can be found.
It would need to be something along the lines of "Kill Bjorn Meadgulper, a lumber jack in the Reach" so at least you could search the Reach for lumber mills, etc
This is actually exactly what happens when you actually listen to the NPC's, and what they are saying.
That would be true if not for the fact that the game is basically designed with the assumption you will either use them, or use clairvoyance.
There is no third "I want to try" option built in, you can kind of do it, but you have to be careful not too take many quests at once as after w while you will have all these vague misc quests that you don't remember, pretty necessitating some use of the quest markers.
Quests don't automatically activate when you receive them unless you have no other active quests.
Funny how, countless times, I'd receive a quest, and go off and find it just fine, only to realize that it had never activated, thus, I wasn't following quest arrows, but rather, what I had been told by NPC's about the quests.
It's like everyone is skipping through the dialogue, activating a quest marker, fast traveling to it, and then complaining about how the game offers no roleplay or exploration.
Not sure what game everyone is playing, because in my game, I actually listened to NPC's, quest markers told me what direction my objective was in, and I still had to find a route to get there myself. The quest marker tells you nothing more than East, West, North, South. But the world of Skyrim is much more than that. It's up and down, it's vertical as well as horizontal. So the quest arrow may tell you that your objective is straight ahead, but what it doesn't tell you is that your quest objective is actually 3 stories above you. The quest marker doesn't kill enemies for you. The quest marker doesn't talk to NPC's for you. The quest marker doesn't solve puzzles for you. The quest marker doesn't find a path through the mountains for you. The quest marker doesn't find a path around the river or lake for you.
The major quests all have detailed NPC directions telling you where to go, detailed that you can do the quest without a quest marker or prior knowledge if you pay attention to what they are saying. And the ones that don't, are no different than the "Let me mark it on your map" quests of Morrowind, which put big yellow blocks on your map telling you where to go.
And if you all want a journal with detailed instructions so badly, make your own journal. Grab a pen and a piece of paper and write down the directions that the NPC tells you, so that when you don't do the quest for 90 hours, and you see it in your quest log, you'll have your very own personal journal entry written just the way you want it. Afterall, a pen and paper RPG is what you all are looking for in the end anyways.
And if your response to that is that you shouldn't have to write out your own journal, the game should do it for you, well then to be quite honest, you're not much better than the audience that you accuse of being "dumbed down" because they don't want to go through the tedious activities that games in the past made you go through. Let's be honest, the level of discovery of Morrowind is vastly over exaggerated, the only difference between Morrowind and Oblivion or Skyrim is the fact that in Morrowind, you have to keep constantly opening up your map and journal to get the same exact results as Oblivion and Skyrim's map markers. Things weren't "dumbed down", they just simply removed the middle man. Morrowind's navigation wasn't somehow magically "smarter" than what we have now. It was just more tedious.